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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 00:27:42 +00:00

zeus constexpr refactor and thermal visor fixes

This commit is contained in:
Jack Andersen
2019-02-23 21:15:54 -10:00
parent 1186b8097c
commit 8df0a4913c
226 changed files with 1339 additions and 1305 deletions

View File

@@ -235,7 +235,7 @@ bool CInGameGuiManager::CheckLoadComplete(CStateManager& stateMgr) {
x154_automapperRotate = zeus::CQuaternion(x144_basewidget_automapper->GetWorldTransform().basis);
x164_automapperOffset = x144_basewidget_automapper->GetLocalPosition();
x170_camRotate = zeus::CQuaternion::skNoRotation;
x170_camRotate = zeus::CQuaternion();
x180_camOffset =
x14c_basehud_camera->GetLocalPosition() + zeus::CVector3f(0.f, 2.f, g_tweakAutoMapper->GetCamVerticalOffset());
@@ -539,10 +539,10 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr) {
else
mapAlpha = 0.f;
x34_samusHud->GetBaseHudFrame()->GetFrameCamera()->Draw(CGuiWidgetDrawParms(0.f, zeus::CVector3f::skZero));
x34_samusHud->GetBaseHudFrame()->GetFrameCamera()->Draw(CGuiWidgetDrawParms(0.f, zeus::skZero3f));
CGraphics::SetDepthRange(DEPTH_NEAR, DEPTH_HUD);
x148_model_automapper->SetIsVisible(true);
x148_model_automapper->Draw(CGuiWidgetDrawParms(1.f, zeus::CVector3f::skZero));
x148_model_automapper->Draw(CGuiWidgetDrawParms(1.f, zeus::skZero3f));
// ZTest no write
x38_autoMapper->Draw(stateMgr, zeus::CTransform::Translate(0.f, 0.02f, 0.f) * x18c_mapCamXf,
mapAlpha * x1f4_visorStaticAlpha * t);
@@ -592,7 +592,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr) {
float colT = 1.f - zeus::clamp(0.f, (stateMgr.GetPlayer().GetDeathTime() - colStart) / 0.5f, 1.f);
SClipScreenRect rect(g_Viewport);
CGraphics::ResolveSpareTexture(rect);
m_deathBlackout.draw(zeus::CColor::skBlack);
m_deathBlackout.draw(zeus::skBlack);
float z = 0.5f * (zT * zT * zT * zT * zT * (g_Viewport.xc_height - 12.f) + 12.f);
float x = 0.5f * (xT * (g_Viewport.x8_width - 12.f) + 12.f);
@@ -625,7 +625,7 @@ void CInGameGuiManager::PauseGame(CStateManager& stateMgr, EInGameGuiState state
}
void CInGameGuiManager::StartFadeIn() {
xf8_camFilter.SetFilter(EFilterType::Multiply, EFilterShape::Fullscreen, 0.f, zeus::CColor::skBlack, -1);
xf8_camFilter.SetFilter(EFilterType::Multiply, EFilterShape::Fullscreen, 0.f, zeus::skBlack, -1);
xf8_camFilter.DisableFilter(0.5f);
}